#include "property_handler.hpp"#include "value_translator.hpp"#include "../lua/lua_object.hpp"#include "../lua/core.hpp"#include "../../scripting/lua.hpp"#include "../../log.hpp"#include <boost/bind.hpp>#include <boost/lexical_cast.hpp>#include <boost/pointer_cast.hpp>#include "../lua/lua_object.hpp"#include "../lua/core.hpp"#include "../../scripting/lua.hpp"

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Classes | |
| class | ai::aspect |
| class | ai::typesafe_aspect< T > |
| class | ai::known_aspect |
| class | ai::typesafe_known_aspect< T > |
| class | ai::composite_aspect< T > |
| class | ai::standard_aspect< T > |
| class | ai::lua_aspect< T > |
| class | ai::aspect_factory |
| class | ai::register_aspect_factory< ASPECT > |
| class | ai::lua_aspect_factory |
| class | ai::register_lua_aspect_factory< ASPECT > |
Namespaces | |
| namespace | ai |
A small explanation about what's going on here: Each action has access to two game_info objects First is 'info' - real information Second is 'subjective info' - AIs perception of what's going on So, when we check_before action, we use 'subjective info' and don't touch real 'info' at all. | |
Definition in file aspect.hpp.
| Generated by doxygen 1.7.1 on Wed May 23 2012 01:03:22 for The Battle for Wesnoth | Gna! | Forum | Wiki | CIA | devdocs |